Civilization: The Imperium OffTopicum Edition

Do I go with Assyria or Phoenicia? :shifty: I guess I'll go with Phoenicia because I can literally post in Phoenician if necessary. :mischief:

Nation: Phoenicia
Leader: Hiram II of Tyre
Bonus: Thalassocracy: Naval trade routes grant +1 Gold and +1 Culture for every luxury resource improved in the city of origin; naval units gain +1 movement.
UU: Bireme: Higher combat strength, faster, and prevents nearby naval Traders from being plundered.
UW: Cothon: Grants an extra city attack (with walls) and boosts the production of naval units and Settlers.
 
Do I go with Assyria or Phoenicia? :shifty: I guess I'll go with Phoenicia because I can literally post in Phoenician if necessary. :mischief:

Nation: Phoenicia
Leader: Hiram II of Tyre
Bonus: Thalassocracy: Naval trade routes grant +1 Gold and +1 Culture for every luxury resource improved in the city of origin; naval units gain +1 movement.
UU: Bireme: Higher combat strength, faster, and prevents nearby naval Traders from being plundered.
UW: Cothon: Grants an extra city attack (with walls) and boosts the production of naval units and Settlers.
That's amazing! I'll accept posting in Phoenician if you add an English translation. Thank you Zaarin.
 
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That's amazing! I'll accept posting in Phoenician if you add an English translation. Thank you Zaarin.
𐤇𐤍𐤌! (No problem!) :D TBH I ported the Bireme directly from Civ6 and Cothon almost directly because I think Civ6 did Phoenicia very well, but Thalassocracy was meant to lean into the Phoenician reputation for exporting a variety of luxury goods (Tyrian purple, cedar of Lebanon, clear glass, black cumin, olive oil, wine, etc.) as well as the alphabet.
 
Nation: Anglo-Saxons (English)
Leader: Edmund Ironside (of course)
Bonus: The Last King - Units beginning their movement in a City Centre or Encampment District have +2 Movement. Builds Campus districts in half the time. Ancient Walls grant +1 Gold and +1 Production.
UU: Huscarl - Gains +5 Combat Strength when fighting in or adjacent to its home territory.
UW: Moot Hall - Like the Monument which it replaces, the Moot Hall grants +2 culture output. In addition, it provides +1 Amenities and is 50% less costly to produce.

*Credit for ideas: https://forums.civfanatics.com/resources/anglo-saxon-civilization.25850/
 
tried my best to balance this well ^_^
Nation: Garamantes
Leader: Djalla
Bonus: Oasis Metropoles - Oases provide standard adjacency bonuses to all specialty districts. Farms can be built on flat desert tiles (and desert hills at [relevant tech]) with fresh water access, including oases. Farms built in desert provide +1 food and +1 production.
UU: Javelin Rider - Ranged light cavalry unit that can move after attacking. Range 2, stronger combat strength than archer.
UW: Foggara - One per city. Must be built on desert hills. Counts as an oasis. Each oasis in this city provides +1 housing, +2 production, +1 science, and +1 culture, with these bonuses doubling at 10 population.
 
tried my best to balance this well ^_^
Nation: Garamantes
Leader: Djalla
Bonus: Oasis Metropoles - Oases provide standard adjacency bonuses to all specialty districts. Farms can be built on flat desert tiles (and desert hills at [relevant tech]) with fresh water access, including oases. Farms built in desert provide +1 food and +1 production.
UU: Javelin Rider - Ranged light cavalry unit that can move after attacking. Range 2, stronger combat strength than archer.
UW: Foggara - One per city. Must be built on desert hills. Counts as an oasis. Each oasis in this city provides +1 housing, +2 production, +1 science, and +1 culture, with these bonuses doubling at 10 population.
I want this to actually be in Civ6. :love:
 
Just so you know guys, these are wonders (only can be built once unless you say so).
Also, the first update on the tech tree will be... tomorrow
 
Firaxis and Aspyr need to take notes on these (Aspyr because they need to port it to the Switch)
 
Map?
 
Physical map (from Civfanatics actually!)
giantearth-jpg.473187

Political map - Mapchart war games map
 
Nation: Afghanistan
Leader: Ahmad Shah Durrani
Bonus: Graveyard of Empires - Enemy units cannot heal in Afghan territory. Caravans can not be plundered while in Afghan territory.
UU: Jezailchi - Replaces the Rifleman. Has both ranged and melee attack. No movement cost for hill terrain.
UW: Minaret of Jam - Provides +5 faith and +5 culture. Religious units are 50% cheaper to purchase.
 
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Tech System
There are 8 eras:
Ancient
Classical
Medieval
Early Modern/Renaissance
Industrial
Modern
Atomic
Information

in these eras are tech upgrades that help in many ways. To advance to the next era, you need all the techs of the current era you are in finished up (except for Beliefs and Cultural Science techs).

Here are the categories:
Beliefs
Sea, Sky, Space
War
Agricultural Sciences
Culture
Inventions And Innovations
 
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Agricultural Sciences
Ancient Era:
Level I - Animal Husbandry
- Must have 3 science points
Level II - Irrigation
- Must be near a source of water
- Must have Level I
Classical Era:
Level III - Farms
- Must have at least 2 cities
- Must have all levels before
Medieval Era:
Level IV - Feudalism (sorry)
- Must have all levels before
- Must have 30 science points and 5 military points
You don't need anything for the Early Modern Era
Industrial Era:
Level V - Industrialized Farming
- Must have 50 science points
- Must have industrial-era tech
Nothing for Modern Era
Atomic Era:
Level VI - Lawnmower
- Must have 75 science points.
- Must have all levels before

The end for Agriculture
 
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Sea, Sky, Space
Ancient Era:
Level I - Sailing (gives you a galley):
- Must be on the coast
- Must have 5 science points
Level II - Navigation (Phoenician UU, all units can embark):
- Must have Level I
- Must have Astrology
Classical Era:
Level III - Sea Warfare (Quadrieme)
- Must have all levels before
- Must have 20 science points
None for the medieval era
Early Modern Era:
Level IV - Armadas (Frigate, Privateer)
- Must have all levels before
- Must have 40 science points and 30 military points
Industrial Era:
Level V - Industrial Navies (Ironclad)
- Must have all levels before
Level VI - Airplanes (Biplane)
- Must have all levels before
- Must have 60 science points
Modern Era:
Level VII - Modern Warfare: Sea and Air (Submarines, Battleships, Bombers, Brazil UU)
- Must have all levels before
- Must have 70 military points and 70 science points
Atomic Era:
Level VIII - Naval Developments (Aircraft Carrier, Nuclear Submarine)
- Must have 100 science points
- Must have all levels before
Level IX - Space Race (spaceship, you can land on moon now)
- Must have all levels before
- Must have 100 science points
Information Era
Level X - Exoplanet Tech (you have won science victory. This MUST be your last tech)
- Must have 150 science points
- Must have all levels before

the end
 
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Meant to do this earlier, but I got really sick a while ago! Hope that this signup makes sense...

Nation: The Huns
Leader: Attila
Bonus: Scourge of God - Increases speed of destruction of cities, economic points from destroying cities
UU: Horse Archer. Replaces relevant cavalry unit, has ranged attack (or longer range), more damage and speed.
UW: Destruction of the Arch of Constantine. Based on the AOEII Wonder for the Huns, depicts alternate history where the Huns made it to Rome itself and sacked the city. Doubles effect of Scourge of God.
 
My capital city is a coastal City, I will start with a galley?
Hnm... How do I get science points?
By waiting. Also, once per turn, you get to choose where to place your 5 points of choice (this is for everyone). If you want science, place it in science. Military, place it in military, etc.
 
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